From 12a7a2ead812d46deb9d978b6758731157be1cbc Mon Sep 17 00:00:00 2001 From: riperiperi Date: Thu, 24 Jun 2021 00:31:26 +0100 Subject: Inherit buffer tracking handles rather than recreating on resize (#2330) This greatly speeds up games that constantly resize buffers, and removes stuttering on games that resize large buffers occasionally: - Large improvement on Super Mario 3D All-Stars (#1663 needed for best performance) - Improvement to Hyrule Warriors: AoC, and UE4 games. These games can still stutter due to texture creation/loading. - Small improvement to other games, potential 1-frame stutters avoided. `ForceSynchronizeMemory`, which was added with POWER, is no longer needed. Some tests have been added for the MultiRegionHandle. --- Ryujinx.Memory/Tracking/MultiRegionHandle.cs | 64 ++++++++++++++++++++++++++-- 1 file changed, 61 insertions(+), 3 deletions(-) (limited to 'Ryujinx.Memory/Tracking/MultiRegionHandle.cs') diff --git a/Ryujinx.Memory/Tracking/MultiRegionHandle.cs b/Ryujinx.Memory/Tracking/MultiRegionHandle.cs index 1f09807a..638e7290 100644 --- a/Ryujinx.Memory/Tracking/MultiRegionHandle.cs +++ b/Ryujinx.Memory/Tracking/MultiRegionHandle.cs @@ -1,4 +1,5 @@ using System; +using System.Collections.Generic; namespace Ryujinx.Memory.Tracking { @@ -18,16 +19,68 @@ namespace Ryujinx.Memory.Tracking public bool Dirty { get; private set; } = true; - internal MultiRegionHandle(MemoryTracking tracking, ulong address, ulong size, ulong granularity) + internal MultiRegionHandle(MemoryTracking tracking, ulong address, ulong size, IEnumerable handles, ulong granularity) { _handles = new RegionHandle[size / granularity]; Granularity = granularity; - for (int i = 0; i < _handles.Length; i++) + int i = 0; + + if (handles != null) + { + // Inherit from the handles we were given. Any gaps must be filled with new handles, + // and old handles larger than our granularity must copy their state onto new granular handles and dispose. + // It is assumed that the provided handles do not overlap, in order, are on page boundaries, + // and don't extend past the requested range. + + foreach (RegionHandle handle in handles) + { + int startIndex = (int)((handle.Address - address) / granularity); + + // Fill any gap left before this handle. + while (i < startIndex) + { + RegionHandle fillHandle = tracking.BeginTracking(address + (ulong)i * granularity, granularity); + fillHandle.Parent = this; + _handles[i++] = fillHandle; + } + + if (handle.Size == granularity) + { + handle.Parent = this; + _handles[i++] = handle; + } + else + { + int endIndex = (int)((handle.EndAddress - address) / granularity); + + while (i < endIndex) + { + RegionHandle splitHandle = tracking.BeginTracking(address + (ulong)i * granularity, granularity); + splitHandle.Parent = this; + + splitHandle.Reprotect(handle.Dirty); + + RegionSignal signal = handle.PreAction; + if (signal != null) + { + splitHandle.RegisterAction(signal); + } + + _handles[i++] = splitHandle; + } + + handle.Dispose(); + } + } + } + + // Fill any remaining space with new handles. + while (i < _handles.Length) { RegionHandle handle = tracking.BeginTracking(address + (ulong)i * granularity, granularity); handle.Parent = this; - _handles[i] = handle; + _handles[i++] = handle; } Address = address; @@ -48,6 +101,11 @@ namespace Ryujinx.Memory.Tracking } } + public IEnumerable GetHandles() + { + return _handles; + } + public void SignalWrite() { Dirty = true; -- cgit v1.2.3